03-08-2021, 10:41 AM
(This post was last modified: 03-08-2021, 10:48 AM by Azrun. Edited 1 time in total.)
To echo Carbadox’s point:
Individuals find a way to wreak havoc on the station. One person’s enjoying high! Crew’s enjoyment is low. As long as there is sufficient counter-play available to the crew and/or the efforts of the individual is sufficient then there is a sense of balance. Right now the option seems to play wack-a-mole on certain reactions/mixes or let chemistry ruin everyone day. Thus the changes.
Power gaming is typically fun for the power gamer at everyone else's expense.
Honestly I think this is the most interesting point brought up thus far. In an imaginary world where you could only create chem groups for reactions you have discovered the feature seems like a wonderful quality of life add. You put in the time (over multiple rounds) and are rewarded! Back in reality you can just copypasta something from Discord or Reddit and now you can be a medical genius and/or a murder machine.
Add some cost to using chemgroups, because that seems like what everyone is actually pointing to. Make it an "action bar" (of the dispenser). Have the duration scale with the number of reagents in the group, have additional penalties if it is over certain amounts, increase duration if it detects a reaction has occurred (“dispenser failsafe”), random chance chemgroup aborts, random chance an amount is incorrect, random chance reagent is skipped, chance chemgroup feature breaks and requires repair. Have it reject certain combinations of reagents as known explosives in order “to protect Nanotrasen property” (possibly have it notify Sec), then add modules/mechanism to circumvent that.
Individuals find a way to wreak havoc on the station. One person’s enjoying high! Crew’s enjoyment is low. As long as there is sufficient counter-play available to the crew and/or the efforts of the individual is sufficient then there is a sense of balance. Right now the option seems to play wack-a-mole on certain reactions/mixes or let chemistry ruin everyone day. Thus the changes.
Power gaming is typically fun for the power gamer at everyone else's expense.
(03-06-2021, 03:17 PM)warcrimes Wrote: chem groups? a mistake.
Honestly I think this is the most interesting point brought up thus far. In an imaginary world where you could only create chem groups for reactions you have discovered the feature seems like a wonderful quality of life add. You put in the time (over multiple rounds) and are rewarded! Back in reality you can just copypasta something from Discord or Reddit and now you can be a medical genius and/or a murder machine.
Add some cost to using chemgroups, because that seems like what everyone is actually pointing to. Make it an "action bar" (of the dispenser). Have the duration scale with the number of reagents in the group, have additional penalties if it is over certain amounts, increase duration if it detects a reaction has occurred (“dispenser failsafe”), random chance chemgroup aborts, random chance an amount is incorrect, random chance reagent is skipped, chance chemgroup feature breaks and requires repair. Have it reject certain combinations of reagents as known explosives in order “to protect Nanotrasen property” (possibly have it notify Sec), then add modules/mechanism to circumvent that.